/*
 * Copyright (c) 2012 Johan Fylling
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy 
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights 
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 
 * copies of the Software, and to permit persons to whom the Software is 
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in 
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 
 * THE SOFTWARE.
 */

part of TopDownExample;


class RifleController extends LogicController {
  static Math.Random rand = new Math.Random();
  
  void update (Percept percept) {}
  
  void use (Percept percept, Percept userPercept) {
    if (percept is ToolPercept) {
      Bullet bullet = new Bullet(userPercept.position, new Vector2.fromAngle((rand.nextDouble()-0.5) * 0.1, userPercept.orientation));
      percept.addEffect(bullet);
    }
  }
}


class Rifle extends Actor {
  Rifle () : super(new RifleController(), new ToolPercept());
}
